Metaverse-supply chain and halal behavior: bibliometric analysis, framework and implications DOI
Yudi Fernando,

Gaik Chin Eing,

Ika Sari Wahyuni-TD

и другие.

Journal of Islamic marketing, Год журнала: 2024, Номер unknown

Опубликована: Ноя. 20, 2024

Purpose This paper aims to review how the metaverse influences and contributes halal industry, particularly focusing on logistics (HL), supply chain management (HSCM) consumer behavior. Design/methodology/approach analyzed scholarly studies investigate existing literature current as well future trends in adoption of HL, chains The study explores thematic structure knowledge landscape, identifies research gaps highlights potential directions for at intersection metaverse, authors identified 286 papers that examined integration with HL practices, strategies behavior alignment Islamic principles standards. Findings results indicate a limited number successful HSCM behavioral research. has proposed framework metaverse-supply can serve reference scholars practitioners incorporate advanced technology engage predict market demand. Additionally, be used align practices based customer needs preferences. integrates virtual world, enabling networks enhance reality, digital experiences business performance. Practical implications industry showcase products services through scenarios, avatars shops. By developing halal-compliant facilitate activities such online sales, payments marketing, thereby transformation. Embracing improve efficiency influence behavior, decisions compliance Shariah principles. Originality/value argue this is forefront will distinct from literature, it focuses its correlation logistics, aspects. Through findings, inspire further empirical provide guidance solutions foster sustainable development industry.

Язык: Английский

The Dark Side of Metaverse: A Multi-Perspective of Deviant Behaviors From PLS-SEM and fsQCA Findings DOI
XinYing Chew, Victor Tiberius, Alhamzah Alnoor

и другие.

International Journal of Human-Computer Interaction, Год журнала: 2024, Номер unknown, С. 1 - 21

Опубликована: Апрель 3, 2024

The metaverse has created a huge buzz of interest because such phenomenon is emerging. behavioral aspect the includes user engagement and deviant behaviors in metaverse. Such technology brought various dangers to individuals society. There are growing cases reported sexual abuse, racism, harassment, hate speech, bullying online disinhibition make us feel more relaxed. This study responded literature call by investigating effect technical social features through mediating roles security privacy on data collected from virtual network users reached 1121 respondents. Partial Least Squares based structural equation modeling (PLS-SEM) fuzzy set Qualitative Comparative Analysis (fsQCA) were used. PLS-SEM results revealed that as user-to-user interaction, homophily, ties, identity, design immersive experience invisibility significantly affect users' behavior fsQCA provided insights into multiple causal solutions configurations. exceptional it decisive understanding symmetrical asymmetrical approach networks.

Язык: Английский

Процитировано

17

Metaverse in Mental Health: The Beginning of a Long History DOI Creative Commons
Antonio Cerasa, Andrea Gaggioli, Giovanni Pioggia

и другие.

Current Psychiatry Reports, Год журнала: 2024, Номер 26(6), С. 294 - 303

Опубликована: Апрель 11, 2024

Abstract Purpose of Review We review the first pilot studies applying metaverse-related technologies in psychiatric patients and discuss rationale for using this complex federation to treat mental diseases. Concerning previous virtual-reality applications medical care, metaverse provide unique opportunity define, control, shape virtual scenarios shared by multi-users exploit “synchronized brains” potential exacerbated social interactions. Recent Findings The application an avatar-based sexual therapy program conducted on a platform has been demonstrated be more effective concerning traditional coaching treating female orgasm disorders. Again, metaverse-based skills training tested children with autism spectrum disorders, demonstrating significant impact interaction abilities. Summary Metaverse-related could enable us develop new reliable approaches diseases where behavioral symptoms can addressed socio-attentive tasks social-interaction strategies.

Язык: Английский

Процитировано

16

Avatar creation in the metaverse: A focus on event expectations DOI Creative Commons
Sergio Barta, Sergio Ibáñez‐Sánchez, Carlos Orús

и другие.

Computers in Human Behavior, Год журнала: 2024, Номер 156, С. 108192 - 108192

Опубликована: Март 12, 2024

The metaverse has revolutionized the way event experiences are virtualized, as this cutting-edge technology is especially capable of fostering dynamic interactivity among avatars. However, few empirical studies have explored creation avatars for events. This research delves into theme in a mixed-methods approach. results semi-structured interviews with participants conference held highlighted that they would create single, unique avatar, whose style be adapted to characteristics future These findings were assessed later an online experiment, which created their own (utilitarian or hedonic) metaverse. confirmed users formal/informal styles depending on utilitarian/hedonic value expected derive from event. In addition, expectancy feel about experience prompts attendees design similar themselves, significantly increases satisfaction digital personas. technical capabilities platform (ease use and customization) seem also play important role enhancing avatar. suggests specific actions might taken ensure events satisfied avatar designs.

Язык: Английский

Процитировано

12

Real in virtual: the influence mechanism of virtual reality on tourists’ perceptions of presence and authenticity in museum tourism DOI
Minglong Li, Xiaoyang Sun, Zhu Yu

и другие.

International Journal of Contemporary Hospitality Management, Год журнала: 2024, Номер 36(11), С. 3651 - 3673

Опубликована: Март 23, 2024

Purpose An increasing number of immersive technologies have been adopted in museum tourism response to shifting consumer habits the digital era. In contrast, authenticity experience tourists relies on genuine relics, environment and activities, which are ancient or traditional. This raises question whether can perceive technology-based tourism. To address this question, study aims explore impact virtual reality (VR) attributes tourists’ presence, subsequent behavioral intentions museums. Design/methodology/approach Data were collected via scenario-based surveys participants who had taken tours based VR. A total 174 effective questionnaires for exploratory factor analysis SPSS 25. Afterward, 597 obtained confirmatory path Mplus 7.4. Findings conceptual model how VR influence visit intention was developed. There is a chain intermediary between presence intentions, from original interactive then emotional authenticity. Technology readiness familiarity moderate some relationships presence. Practical implications The findings guide museums improving use For example, managers improve quality systems adopt various forms enhance participation experiences. Originality/value These research contribute area technology adoption, understanding new context application extend presence-emotion-intention theory.

Язык: Английский

Процитировано

7

The effect of immersive technologies on tourist satisfaction and loyalty: the mediating role of customer engagement and customer perceived value DOI
Mohamed Abou‐Shouk, Nagwa Zouair, Ayman Abdelhakim

и другие.

International Journal of Contemporary Hospitality Management, Год журнала: 2024, Номер 36(11), С. 3587 - 3606

Опубликована: Апрель 19, 2024

Purpose This research paper aims to investigate the predictors and outcomes of immersive technology adoption in tourism. Design/methodology/approach PLS-SEM is used for data collected from tourists visiting UAE Egypt examine consequences adoption. Findings It revealed that perceived ease use, enjoyment, immersion, usefulness attitude towards predict also affects tourists’ value engagement, which, turn, satisfaction loyalty. Originality/value The study has integrated a model combines both antecedents where few empirical investigations were draw conclusions on this area. Also, missing relations have been included tested model.

Язык: Английский

Процитировано

7

The impact of augmented reality on consumer behavior: a focus on value development, leading to brand engagement and purchase intention DOI
Eiman Negm

Management & Sustainability An Arab Review, Год журнала: 2024, Номер unknown

Опубликована: Май 17, 2024

Purpose This study investigates the impact of augmented reality (AR) on consumers’ shopping process, focusing value creation, brand engagement and purchasing intents. Design/methodology/approach quantitative deductive analyzed 393 questionnaires through non-probability sampling. A cross-sectional timeframe was applied; data collection took place in May 2023 to provide a snapshot Egyptian responses AR. Once needed were collected, statistical analyses conducted package for social science (SPSS). Findings shows that AR vividness, interactivity informativeness lead consumers develop utilitarian values toward technology, generates hedonic towards technology. When sense values, it impacts purchase intention. Hedonic leads content consumption creation; consumption, contribution creation. Practical implications developers, managers marketers may use this understand current landscape consumer (value development, intention engagement). With these insights, they can make better strategic decisions include usage marketing tactics. Originality/value develops conclusions grasp more clearly in-depth why how process. addresses various literature gaps, enhancing understanding AR: salient attributes offer influences behavior, specifically when comes development

Язык: Английский

Процитировано

5

Being excluded in the metaverse: Impact of social ostracism on users’ psychological responses and behaviors DOI
Taeyeon Kim, Hyungrok Jin, Jaehee Hwang

и другие.

International Journal of Information Management, Год журнала: 2024, Номер 78, С. 102808 - 102808

Опубликована: Май 30, 2024

Язык: Английский

Процитировано

5

Modelling barriers to metaverse adoption in the hospitality and tourism industry DOI
Ming Chi, Y Chen, Yongshun Xu

и другие.

Information Technology & Tourism, Год журнала: 2024, Номер 26(4), С. 711 - 743

Опубликована: Авг. 9, 2024

Язык: Английский

Процитировано

4

The Interactive Bleisure Event DOI
Narendra Kumar, Swati Sharma, Gaurav Gupta

и другие.

Advances in hospitality, tourism and the services industry (AHTSI) book series, Год журнала: 2024, Номер unknown, С. 106 - 127

Опубликована: Июль 12, 2024

This study explores the emerging concept of “bleisure”-the integration business and leisure- within context interactive events, focusing particularly on role gamification provides bibliometric trends in transforming attendee participation. Leveraging TCCM using PRISMA technique, research a comprehensive analysis current literature, offering theoretical insights practical implications for event organizers. The findings reveal that significantly enhances engagement by introducing elements competition, reward, play, thereby creating more memorable enjoyable experiences. Bibliometric indicate growing interest interdisciplinary approaches to bleisure highlighting technology, psychology, studies. By synthesizing these insights, roadmap future applications, suggesting strategic incorporation attention can substantially elevate impact events.

Язык: Английский

Процитировано

4

Serious play: evaluating the balance of knowledge and leisure content in environmental games DOI

V. Elias,

Carmen Camarero Izquierdo

Behaviour and Information Technology, Год журнала: 2025, Номер unknown, С. 1 - 17

Опубликована: Янв. 16, 2025

In the context of increasing environmental degradation and climate change, promoting awareness through innovative communication approaches is critical. This study examines role serious games in enhancing information dissemination continued engagement. Through two studies, research investigates how different game content – knowledge-based versus leisure-focused can impact user experience, awareness, use. Study 1 explores mediating customer experience between interaction with each type effectiveness, while 2 employs an experimental approach to isolate effects assess negative emotions. Findings reveal that balance knowledge leisure-content be suitable vis-à-vis use as long both informativeness playfulness are provided. However, when aim promote isolated focused on knowledge-content proves more effective, especially if it provides valuable evokes a sense guilt user.

Язык: Английский

Процитировано

0